If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

I did the shut up and take my money move for this one I have been waiting for torchlight for a LONGGGGG while. I have both nvidia and AMD cards that are comparable on close processors so I am going to be testing that one out.

Unless I'm mistaken Rochard uses Unity. Unity only uses Mono for scripting, Unity itself is a native runtime written in C++, so saying it's 'Mono-based' is quite a stretch as the most important component is the native runtime.

On another note all the games in this humble bundle looks great, time to make a purchase!

Rochard - runs super good. can alt+tab, switch workspaces in fullscreen mode, pressing esc key to bring up menu ugrabs mouse so i can use my second monitor etc. this is how all games should be.. Unity engine seems nice.Shatter - works fine but just not my type of game.SPAZ - installs fine. 2 Fps in the menus. havent even tryed to lag beyond menu with that framerate.Dustforce - works fine without issuesTorchlight - haven't tryed the native version yet, completed the game via wine without issues and TL2 preload is also waiting for release date.Vessel - waiting for packages.

Unless I'm mistaken Rochard uses Unity. Unity only uses Mono for scripting, Unity itself is a native runtime written in C++, so saying it's 'Mono-based' is quite a stretch as the most important component is the native runtime.

The "most important component" is the game itself, which is definitely written in either C#, Boo, or JavaScript, on Mono of course (JavaScript being the most popular).

A large part of Unity is also written in C#/Mono, btw. Mono forms the core object system for the engine and is used extensively in their editor, UI system, and more. While they call it "scripting" in the docs, that's just an arbitrary label (and you certainly use C# for a hell of a lot more than "scripting" would imply if you make a serious Unity game). So even if you consider Unity the key bit of the equation, it _is_ still heavily Mono based.